godot_voxel/util/noise/fast_noise_lite.h

165 lines
5.2 KiB
C++

#ifndef FAST_NOISE_LITE_H
#define FAST_NOISE_LITE_H
#include <core/resource.h>
#include "fast_noise_lite_gradient.h"
class FastNoiseLite : public Resource {
GDCLASS(FastNoiseLite, Resource)
typedef fast_noise_lite::FastNoiseLite _FastNoise;
public:
// TODO Had to prefix it because of https://github.com/godotengine/godot/issues/44860
static const int _MAX_OCTAVES = 32;
enum NoiseType {
TYPE_OPEN_SIMPLEX_2 = _FastNoise::NoiseType_OpenSimplex2,
TYPE_OPEN_SIMPLEX_2S = _FastNoise::NoiseType_OpenSimplex2S,
TYPE_CELLULAR = _FastNoise::NoiseType_Cellular,
TYPE_PERLIN = _FastNoise::NoiseType_Perlin,
TYPE_VALUE_CUBIC = _FastNoise::NoiseType_ValueCubic,
TYPE_VALUE = _FastNoise::NoiseType_Value
};
enum FractalType {
FRACTAL_NONE = _FastNoise::FractalType_None,
FRACTAL_FBM = _FastNoise::FractalType_FBm,
FRACTAL_RIDGED = _FastNoise::FractalType_Ridged,
FRACTAL_PING_PONG = _FastNoise::FractalType_PingPong
};
enum RotationType3D {
ROTATION_3D_NONE = _FastNoise::RotationType3D_None,
ROTATION_3D_IMPROVE_XY_PLANES = _FastNoise::RotationType3D_ImproveXYPlanes,
ROTATION_3D_IMPROVE_XZ_PLANES = _FastNoise::RotationType3D_ImproveXZPlanes
};
enum CellularDistanceFunction {
CELLULAR_DISTANCE_EUCLIDEAN = _FastNoise::CellularDistanceFunction_Euclidean,
CELLULAR_DISTANCE_EUCLIDEAN_SQ = _FastNoise::CellularDistanceFunction_EuclideanSq,
CELLULAR_DISTANCE_MANHATTAN = _FastNoise::CellularDistanceFunction_Manhattan,
CELLULAR_DISTANCE_HYBRID = _FastNoise::CellularDistanceFunction_Hybrid
};
enum CellularReturnType {
CELLULAR_RETURN_CELL_VALUE = _FastNoise::CellularReturnType_CellValue,
CELLULAR_RETURN_DISTANCE = _FastNoise::CellularReturnType_Distance,
CELLULAR_RETURN_DISTANCE_2 = _FastNoise::CellularReturnType_Distance2,
CELLULAR_RETURN_DISTANCE_2_ADD = _FastNoise::CellularReturnType_Distance2Add,
CELLULAR_RETURN_DISTANCE_2_SUB = _FastNoise::CellularReturnType_Distance2Sub,
CELLULAR_RETURN_DISTANCE_2_MUL = _FastNoise::CellularReturnType_Distance2Mul,
CELLULAR_RETURN_DISTANCE_2_DIV = _FastNoise::CellularReturnType_Distance2Div
};
FastNoiseLite();
void set_noise_type(NoiseType type);
NoiseType get_noise_type() const;
void set_seed(int seed);
int get_seed() const;
void set_period(float p);
float get_period() const;
void set_warp_noise(Ref<FastNoiseLiteGradient> warp_noise);
Ref<FastNoiseLiteGradient> get_warp_noise() const;
void set_fractal_type(FractalType type);
FractalType get_fractal_type() const;
void set_fractal_octaves(int octaves);
int get_fractal_octaves() const;
void set_fractal_lacunarity(float lacunarity);
float get_fractal_lacunarity() const;
void set_fractal_gain(float gain);
float get_fractal_gain() const;
void set_fractal_ping_pong_strength(float s);
float get_fractal_ping_pong_strength() const;
void set_fractal_weighted_strength(float s);
float get_fractal_weighted_strength() const;
void set_cellular_distance_function(CellularDistanceFunction cdf);
CellularDistanceFunction get_cellular_distance_function() const;
void set_cellular_return_type(CellularReturnType rt);
CellularReturnType get_cellular_return_type() const;
void set_cellular_jitter(float jitter);
float get_cellular_jitter() const;
void set_rotation_type_3d(RotationType3D type);
RotationType3D get_rotation_type_3d() const;
inline float get_noise_2d(float x, float y) const {
if (_warp_noise.is_valid()) {
_warp_noise->warp_2d(x, y);
}
return _fn.GetNoise(x, y);
}
inline float get_noise_3d(float x, float y, float z) const {
if (_warp_noise.is_valid()) {
_warp_noise->warp_3d(x, y, z);
}
return _fn.GetNoise(x, y, z);
}
// TODO Have a separate cell noise? It outputs multiple things, but we only get one.
// To get the others the API forces to calculate it a second time, and it's the most expensive noise...
// Internal
const fast_noise_lite::FastNoiseLite &get_noise_internal() const {
return _fn;
}
private:
static void _bind_methods();
void _on_warp_noise_changed();
float _b_get_noise_2d(float x, float y) { return get_noise_2d(x, y); }
float _b_get_noise_3d(float x, float y, float z) { return get_noise_3d(x, y, z); }
float _b_get_noise_2dv(Vector2 p) { return get_noise_2d(p.x, p.y); }
float _b_get_noise_3dv(Vector3 p) { return get_noise_3d(p.x, p.y, p.z); }
fast_noise_lite::FastNoiseLite _fn;
// TODO FastNoiseLite should rather have getters
NoiseType _noise_type = TYPE_OPEN_SIMPLEX_2;
int _seed = 0;
float _period = 64.f;
FractalType _fractal_type = FRACTAL_FBM;
int _fractal_octaves = 3;
float _fractal_lacunarity = 2.f;
float _fractal_ping_pong_strength = 2.f;
float _fractal_gain = 0.5f;
float _fractal_weighted_strength = 0.f;
CellularDistanceFunction _cellular_distance_function = CELLULAR_DISTANCE_EUCLIDEAN_SQ;
CellularReturnType _cellular_return_type = CELLULAR_RETURN_DISTANCE;
float _cellular_jitter = 1.f;
RotationType3D _rotation_type_3d = ROTATION_3D_NONE;
Ref<FastNoiseLiteGradient> _warp_noise;
};
VARIANT_ENUM_CAST(FastNoiseLite::NoiseType);
VARIANT_ENUM_CAST(FastNoiseLite::FractalType);
VARIANT_ENUM_CAST(FastNoiseLite::RotationType3D);
VARIANT_ENUM_CAST(FastNoiseLite::CellularDistanceFunction);
VARIANT_ENUM_CAST(FastNoiseLite::CellularReturnType);
#endif // FAST_NOISE_LITE_H